[SFS - PbP Gameday VIII] 1-17: Reclaiming the Time-Lost Tear - GM bigboom (Inactive)

Game Master bigboom

Maps & Slides


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Starship Actions ; Live Exploration Extreme!

As you wish! No Acrobatics check from Spanner!

Bluuuuu is about to maneuver Spanner to the ledge but upon seeing how narrow the ledge is, Spanner thinks, 'Aw hells no!' and demands Bluuuuu holds Spanner aloft while Spanner works on hacking the airlock door!

Bluuuuu, please roll two new acrobatic checks at a -5 encumbered penalty to hover while holding Spanner up to the computer panel. Then please roll your Fortitude check.

Hover flying check failure will result in both Spanner and Bluuuuu falling before the airlock door can be opened. But if that happens, the good news is the Fortitude check asked of everyone won't yet apply because the door wouldn't have yet been opened...


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

There is no wind inside this silo, correct? If so, Bluuu will take 10 (for a net 16 check after encumbrance). Should be just enough based on the hover riles.

Fort: 1d20 + 8 + 4 + 2 ⇒ (19) + 8 + 4 + 2 = 33

You can do this Spanner Bluuu think-speaks to the android. A red substance begins to flex and flow along his tendrils as the barathu hovers. Though it would best if you finished your hack as quickly as possible.


Starship Actions ; Live Exploration Extreme!

A take 10 is not permitted as this is not an instance where you're not in immediate danger or distracted. Falling is an immediate danger. Being encumbered is a distraction. Being encumbered by someone who's also moving around trying to hack is a distraction. Please roll the two Acrobatics checks as requested.

However, you are correct and there are no winds. So the DC to hover will be 15.

Everyone, please do me a favor. Because this is PBP and it is by nature a bit slow, if I call for a roll and you think the roll is not necessary, that's fine. But please roll it anyways and spoiler it. Then mention why you think it may not be necessary. If I agree, I'll proceed as you suggest. If not, then I'll already have your rolls in order to progress the scenario.

I'm asking everyone for this courtesy so that we can keep the pace up. Otherwise, I'll begin rolling for you and my dice rolls have,​for some reason, been awful lately. Thank you in advance.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Will roll anyway going forwards.
Fly: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Fly: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

Obozaya has level 8 armor


Starship Actions ; Live Exploration Extreme!

Spanner expertly hacks into the computer panel, taking half the time that a lesser skilled individual would normally take! Meanwhile Bluuuuu exhibits immense skill and precision, holding Spanner aloft without a single twitch. The pair's actions exhibit unparalleled teamwork!

*WHOOSH!!* The airlock door opens and a wave of energy envelopes everyone! Obozaya and Keskodai armor wards it off and they feel nothing. Bluuuuu and Spanner feel a brief moment of disorientation but soon recover!
Twich and Reynold, please roll the aforementioned Fortitude save.

With the airlock door open, Bluuuuu has no problem dropping Spanner off in an entryway. Bluuuuu is then able to ferry the party members back and forth across the pit, with his last trip being to gather and re-equip his gear!

Okay, everyone is safely across to the other side! Map has been updated!

--------------------------

Past the airlock, you now find yourself in a long hall with a short set of stairs to the north and another set to the south. Each set of stairs terminates at double doors, although the doors to the north swing audibly on neglected hinges. At the west end of the hall stands a massive metal storage locker. Debris and trash are scattered across the hall.

Opening the jammed locker, DC18 strength check:
The locker contains several brightly colored geometric containers, many containing what appear to be large toys made
of silvery plastic.

All who are trained my attempt a DC 22 Culture check. If successful, read the following spoiler...

Spoiler:
You identify these as typical gifts given to expectant izalguun mothers. Now rare antiques, these items are worth 2,000 credits to any izalguun.

--------------------------

Peeking through the open northern doors, you see ruined linens lay scattered about this partially flooded room. A steady stream of brackish water washes out from under a door along the area’s eastern wall and drains into cracked flooring near the double doors you are standing at. A huge, nest-like structure dominates the western half of the room, comprised of shattered furniture, shredded mattresses, and several torn pillows.

Dataphiles

ysoki technomancer (arcanamirium sage)/scholar 9 | SP 63/63 HP 47/47 | RP 10/10 | EAC 26; KAC 27 | F+7; R+7; W+7 | Init+8 | Perc+10

fort save: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11

Twich keeps back from the nest, but sees if she can tell any more about it.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

And...there Bluuu thinks as he drops the last of his companions off through the open door. This mission has already been more of a physical exercise than I expected.

Coming back over after getting his weapons and pack, the barathu floats onwards to the lockers across from them.

Str: 1d20 + 6 ⇒ (3) + 6 = 9

*Slam* Hmm. This container seems quite solidly secured. Obezai, could you perhaps assist? As he peers through the ajar doors to the north, Bluuu eyes the water warily. Be careful: that water may be electrified if there is still an active current about.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Finding the one set of doors stuck, Spanner goes to inspect the opposite set.

Perception 1d20 + 11 ⇒ (3) + 11 = 14
Engineering 1d20 + 13 ⇒ (17) + 13 = 30


Starship Actions ; Live Exploration Extreme!

As the wave of energy hits, Twich doesn't feel so hot and succumbs to the effects of radiation. You summon the energy to soldier on but you definitely do not feel tip top...

Twich, you take 7 points of poison damage and you are weakened due to suffer from the effects of radiation poisoning. Weakened: 'The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.'

GM seecrits:
Twich radiation: 1d3 ⇒ 3

Twich looking through the doors, unfortunately, you're unable to discern any additional details from this distance in the darkness. You'll have to move in for a closer look in order to inspect the nest further.
I've moved your token up a bit so that you can look around the corner into that northern room.

The locker holds fast against Bluuuuu's attempt at brute force to open it! Some dust is kicked up but aside from that, nothing else has budged...

Inanimate, non-lethal, locker with a jammed door: 1
Big, bad, strong barathu soldier: Zero

The locker sits there, silently taunting you...daring you to try again. What do you do??

Spanner moves up to the southern doors, examines it and upon seeing nothing awry, finds himself to be developing quite a reputation for opening locked doors! The magnetically sealed doors open with ease!

Peering through the now open doors, Spanner sees a large computer mainframe standing against the area’s eastern wall, its guts exposed and several of its components sprawled throughout the room amid a layer of junk. Opposite this computer is a collapsed hallway, it's chunks of concrete adding to the debris. Double doors stand in the north wall and the south wall, although the southern exit is partially concealed behind piles of trash.

Map updated with the southern doors open.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

"You fellows handle that door. I'll work on this." Spanner starts working on the mainframe.

Computers 1d20 + 11 ⇒ (17) + 11 = 28
Engineering 1d20 + 13 ⇒ (9) + 13 = 22


Starship Actions ; Live Exploration Extreme!

The room Spanner walks into is difficult terrain due to all the debris.

Walking into the room, Spanner sees that the collapsed passage to the west is completely impassible. You also see that the pile of junk blocking the door to the south would take a while to clear out.

The mainframe itself isn't operational but you're certain you can repair it. It's no quick fix though and will take a significant amount of time.

Spanner can repair the mainframe on his own without assistance but it will take an hour. Additional assistance will not speed up the process. Would you like to go ahead and spend the hour repairing the mainframe?

The junk pile blocking the southern door will also take time to clear if the party wishes to do so. It will require 1 hour for a single individual to clear but each person who assists will reduce the time required by 10 minutes down to a minimum of 20 minutes.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Frustrated by the sealed door, Bluuu attemtps to pry it open again. Perhaps the last attempt was merely her muscles being tired from ferrying the others across.

Str: 1d20 + 6 ⇒ (12) + 6 = 18

Finally yanking the door loose, the barathu triumphantly extracts...geometric clear containers. Do any of your recognize these? the cephalopod thinks to the others as he holds out his find. They look sort of like Gasahpons? Bluuu is unCultured.

As Spanner calls out his penidng work on repairing the central computer, Bluuu drifts in to ask a question. Of course, I can help dig through the rubble. But if repairs will take so long, maybe we should confirm the nested area is clear first? Something lives or lived there, and I do not think it would help your concentration if we were attacked while you were mid-repairs.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

If the repairs will take that long, then Spanner will hold off until we've secured the what we can.

Spanner will rejoin the others. He'll look over the items taht Bluuuu found.
Culture: 1d20 + 7 ⇒ (8) + 7 = 15


"Navasi" Female human envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0 ; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None

Culture: 1d20 + 16 ⇒ (12) + 16 = 28

Keskodai shuffles next to Bluuuuu to examine the locker's contents. "Interesting. These geometric containers may relate to an ancient izalguun custom of providing gifts to females carrying nascent offspring. They might be valuable to modern collectors of such items. Why would they be here?"

The shirren stows one of the shapes in his pack. Then he shuffles over to the ysoki. "What's over here?"

Perception, looking at the nest-like structure: 1d20 + 17 ⇒ (11) + 17 = 28

Twich, I might be able to ameliorate that condition with remove condition if you speak up.

I'll be happy to help clear that door, but want to check oout the northern room first.

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Fortitude (armor, radiation buffer): 1d20 + 5 + 4 + 2 ⇒ (16) + 5 + 4 + 2 = 27

Reynold winces at the wave of energy, but his gear holds true. "Pays to come prepared." He waits for the barathu to ferry him over the pit, then looks at the plushy things Bluuuu finds in the locker.

Culture (expertise): 1d20 + 12 + 1d6 + 1 ⇒ (20) + 12 + (2) + 1 = 35

"These are baby shower gifts among izalguuns. Cute. Also expensive. Definitely ours. Also be on the lookout for pregnant or baby izalguuns." He stashes the plushies, then looks around for other interesting details, walking throughout all three rooms but focusing on the room with all the junk.

Perception (within illumination for vision): 1d20 + 10 ⇒ (19) + 10 = 29

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

Obozaya says "Alright let's check out the nest room. I will go first in case it is a trap."


Starship Actions ; Live Exploration Extreme!

Reynold walks into the southern room, looks around and finds nothing new in addition to what Spanner has already discovered. This pile of junk, unlike so many other piles of junk throughout your Society career, contains nothing useful - it's junk.

Boldly moving into the northern room, Reynold and Obozaya discovers the door to the east is locked. Moving to the nest, they find it reeks with the stench of mildew. The two of them discover large pieces of shed skin with a silvery hue and several rotting feathers.

DC 20 Life Science check:
You identify the shed skin belonging to a frog or toad, and the partially decomposing feathers similar in nature to a swan.

Because Reynold moves all throughout the rooms, I've moved your token to the nest. And I assume Obozaya will move further in due to Reynold moving further in.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Bluuu floats to follow Obozaya and Reynolds. Limb extending to point to the sealed North-eastern door: Sealed. Perhaps I can attempt to get it opened without resorting to force in this instance.

The barathu floats over and seems if he can find a way to unseal the door more gracefully than he did the locker.

Engineering: 1d20 + 7 ⇒ (17) + 7 = 24

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Life Science: 1d20 + 7 ⇒ (5) + 7 = 12

Spanner tries to help them figure out what shed the skin.


"Navasi" Female human envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0 ; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None

Life Science: 1d20 + 12 ⇒ (15) + 12 = 27

Shohiraj follows Reynold, Obozaya, Bluuuuu and Spanner into the room, where he also takes an interest in the skin and feather.

"Look at the cell structure, and the way these pores close. I believe this is the skin of some form of amphibian. The feather is less distinctive. It's size indicates an avian that is, perhaps, big enough to hold in your arms."


Starship Actions ; Live Exploration Extreme!

For Keskodai:
You also determine that the skin and the feathers contain traces of izalguun DNA.

Bluuuuu quickly discovers the way to open this locked door... He grabs a piece of chewing gum foil, slides it between the door and breaks the magnetic seal holding the door together. Now what's a barathu doing with chewing gum...??

Past the now open doors to the east is the area’s lavatory, where a massive bathtub overfows with muddy water dribbling from a tap. You can easily staunch this flood by turning the tap off.

Looking throughout the room, you find in the bath a submerged izalguun skeleton wearing a strange visor.

DC15 Life Science:
You identify this skeleton as a male izalguun

DC 20 Medicine:
You determine the cause of death was not drowning, but rather blunt force trauma to the head.

If you rolled 25 or higher, read this spoiler:

Spoiler:
You also note that the skeleton’s bones are unusually porous and practically hollow.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Life Science: 1d20 + 7 ⇒ (15) + 7 = 22
Medicine: 1d20 + 10 ⇒ (20) + 10 = 30

Spanner takes the time to look over the skeleton. "I think it's a male Itzalguun. My guess is that it was bashed in the head from behind as it was drawing a bath.Though the bone structure isn't as dense as I would expect it to be." Read the spoiler.


"Navasi" Female human envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0 ; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None

What's the local gravity?

"Well noted, Spanner. Perhaps this individual spent a long period in low gee? Or something has been leaching the minerals from the bones. The skin and feathers grow into a deeper mystery. They contain izalguun DNA. Does the species morph in different stages of life? "

Know (life science) 'Do they?': 1d20 + 13 ⇒ (19) + 13 = 32


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Bluuu is concerned. It's physically somewhat hard to tell.

There are creatures that attack the calcium deposits within its prey. Perhaps one managed to infiltrate the silo. Though I would have expected further damage that just a single wound.


Starship Actions ; Live Exploration Extreme!

Gravity is normal. The atmosphere is thin, the effects of which are easily negated by your armor.

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

You guys are better at all this science and engineering stuff. I am going to make my self useful and start clearing away some of that trash in the other room. Call me if anything needs killing Obozaya begins the 1hr to clear the room.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

The barathu drifts forward to turn off the tub to cease any further waterflow from contaminating the scene. I will join you shortly Obozaya. But first... Bluuu then examines the visor on the skeleton's head. Perhaps this device could have caused some sort of alteration then?

Engineering? to examine it's purpose: 1d20 + 7 ⇒ (20) + 7 = 27

Wow. The dice gods are treating me so well lately I'm sure when a combat breaks out Bluuu will be all thumbs.

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reynold goes with Obozaya and helps to clear the junk from the door, looking around as he does so.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

"Obozaya, Reynold, wait. We still have at least one other room to clear first."

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

If we have more to do up here I will wait. I was under the impression we were done up here. I will be at work all day, so assume I start clearing the room whenever everyone decides we are ready


Starship Actions ; Live Exploration Extreme!
Spanner wrote:
"Obozaya, Reynold, wait. We still have at least one other room to clear first."

Apologies, my fault for not unmasking the room when Bluuuuu unlocked it. The room is pretty much cleared, unless your character needs to use the oversized facilities? =)

For Bluuuuu:
The strange visor is a cumbersome X-ray visor with buttons on the side that allow it to also function as a motion detector. The motion detector need not be held in the hand, but you must still take a move action each round to use it. You can switch freely between functions as X-ray visor, motion detector, or both.

Reynold's searching around doesn't uncover anything new.

Reynold and Obozaya begin the work of clearing the rubble from the southern door.

With the two of them, it will take 50 minutes. What would everyone else like to do. If Spanner works on the computer, no new roll needed. But it will take 60 minutes to repair.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Hmmm. A strange hybrid device. Fairly clever. Bluuu thinks out loud as he shows the half-motion detector/half-X-ray visor to the others.

He then goes to assist Obozaya and Reynold with digging. This will take some time even with all of us. Perhaps this would be a good opportunity if you still are interested in that mainframe Spanner?

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

In that case, we need to clear the room and work on the computer.


"Navasi" Female human envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0 ; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None

"Perhaps this was the last guardian of the facility? Waiting here alone in this small suite of rooms for deliveries or inquiries that never came. It seems almost like prison." The shirren shakes his head.

"I would not have liked it."

I guess it's time to start clearing debris.

Perception, anything interesting: 1d20 + 17 ⇒ (4) + 17 = 21


Starship Actions ; Live Exploration Extreme!

I've moved everyone's tokens. Keskodai, Obozaya, Reynold and Bluuuuu are to work on clearing the junk from the southern door which will take 30 mins with the three of you. Spanner is to work on the mainframe. Twich is standing in the middle-ish of the room keeping an eye on things. Twich, please remember that you are currently weakened and have taken 7HP (not SP) damage.

Everyone is about to get working on their respective tasks when Keskodai, searching around, discovers a locked, secret door!!!
I've marked the location of the secret door with a big red 'S'. Would the party like to 1) continue with your current work tasks, 2) do something with that secret door, or 3) a combination of both?

By the way, I've also revealed on slide 2 the area that Bluuuuu floated down and explored earlier when the party was still outside the repository. This is where Bluuuuu and Spanner would have fallen down into if Bluuuuu had been unable to hold Spanner aloft when Spanner was hacking the airlock door. Was intending to reveal this room earlier but hadn't gotten around to it until just now.

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reynold's eyebrows raise as the shirren finds a secret door. "Let's peek under the covers first, no? See what was worth hiding?"

Reynold will investigate the secret door once the other door is cleared. Can Bluuuu look through it with the visor?


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

That is an excellent idea Reynold.

Bluuu attempts to slide the visor over his shell, working to get the device to fit on his very different anatomy.

If Bluuu can get the visor to work for him, he'll activate it and try to peek through the discovered door.


Starship Actions ; Live Exploration Extreme!

Bluuuuu dons the cumbersome visor and attempts to look through the secret door. Inside, you see six serpentine cables slither forth from a squat pillar in the center of this room to six inert robots. Tread marks mar this otherwise pristine chamber.

Room revealed!

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Spanner wants to finish with the mainframe first.

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

Obozaya says I am going to finish clearing this trash while Spanner works on that mainframe. Maybe he can find something out that will give us an edge if whatever killed the Izalgunn is waiting for us in the hidden room

Dataphiles

ysoki technomancer (arcanamirium sage)/scholar 9 | SP 63/63 HP 47/47 | RP 10/10 | EAC 26; KAC 27 | F+7; R+7; W+7 | Init+8 | Perc+10

Twich helps clear the junk.

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Reynold frowns. "There's robots in there. How do we know they won't spring to life and attack us once the computer is running?"


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

It is a possibility Bluuu admits. But perhaps the mainframe will allow us to assert control over them. Or confirm the storage location of the artifact we must recover.

At least we are now forearmed with the possibility. Spanner: if you could please let us know when you are finished but Before you activate the machine’s power. We can take positions in case these robots react poorly to the activation.

Bluuu will then continue to help Obozaya and the others with clearing.


Starship Actions ; Live Exploration Extreme!

Sounds like a plan!!

Spanner gets to work on the mainframe while everyone else works on clearing the rubble. 20 minutes later, the team of manual laborers finish the job and mill about, standing around Spanner as he continues repairs.

I've moved everyone's tokens to spread out around Spanner but feel free to re-position yourselves anywhere you wish.

A while later (at about the one hour mark since the party first entered this complex), a familiar wave of fatigue washes over almost everyone!

Everyone except Keskodai, Obozaya and Twich, please roll another Fortitude check versus radiation. As before, all your bonuses (such as armor and radiation buffers) apply.

Twich, please roll Fortitude twice (again any bonuses you have will apply), with each roll at a -2 due to being weakened. Also, please apply another 14 HP of poison damage. And lastly, please go ahead with declaring and applying any HP healing if you wish.

Twich's two rolls and damage are due to suffering from the effects of the earlier dose of radiation poisoning and now currently being exposed to another dose. If anyone understands the mechanics of stacking poisons differently from how I'm applying them (CRB pg. 415), please let me know!

About one hour after Spanner started his repairs, you are nearly finished when you pause to see if the party wishes to take any further actions before you conclude the repairs.

Everyone, please go ahead and indicate what you'd like to do after this recent round of radiation poisoning and before Spanner completes the repairs.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Fort: 1d20 + 5 ⇒ (7) + 5 = 12

Acquisitives

Male Human Envoy (outlaw) 8; SP 56/56, HP 52/52, RP 10/10; EAC 20, KAC 22, CMD 30; F +5, R +10, W +6; Spd 30 ft.; Init +4; Perception +11, darkvision 60 ft.; Conditions: —

Fortitude (buffer, armor): 1d20 + 5 + 2 + 4 ⇒ (16) + 5 + 2 + 4 = 27


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Fort: 1d20 + 8 + 4 + 2 ⇒ (13) + 8 + 4 + 2 = 27

As Spanner calls out that he thinks he's finally done with the reassembly, Bluuu move next to the secret door, pike out and on guard should activating the computer prove to have unexpected consquences.

Exo-Guardians

"Obozaya" Female N Vesk Soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6 | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | N/A | N/A | Active conditions: None.

Obozaya also positions herself near the door and readies her doshko. She will turn it on the second she sees the door begin to open.

Dataphiles

ysoki technomancer (arcanamirium sage)/scholar 9 | SP 63/63 HP 47/47 | RP 10/10 | EAC 26; KAC 27 | F+7; R+7; W+7 | Init+8 | Perc+10

fort save: 1d20 + 4 + 4 - 2 ⇒ (18) + 4 + 4 - 2 = 24
fort save: 1d20 + 4 + 4 - 2 ⇒ (19) + 4 + 4 - 2 = 25

Twich feels sick from the radiation, and so drinks her healing serum.
1d8 ⇒ 1

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